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f556c80d02
* Haydn: Part 1 Based on my reverse of audio 11.0.0. As always, core implementation under LGPLv3 for the same reasons as for Amadeus. This place the bases of a more flexible audio system while making audout & audin accurate. This have the following improvements: - Complete reimplementation of audout and audin. - Audin currently only have a dummy backend. - Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL). - Audio Renderer now can output to 5.1 devices when supported. - Audio Renderer init its backend on demand instead of keeping two up all the time. - All backends implementation are now in their own project. - Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this. As a note, games having issues with OpenAL haven't improved and will not because of OpenAL design (stopping when buffers finish playing causing possible audio "pops" when buffers are very small). * Update for latest hexkyz's edits on Switchbrew * audren: Rollback channel configuration changes * Address gdkchan's comments * Fix typo in OpenAL backend driver * Address last comments * Fix a nit * Address gdkchan's comments
152 lines
5.0 KiB
C#
152 lines
5.0 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using System;
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using System.Runtime.InteropServices;
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using DspAddress = System.UInt64;
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using CpuAddress = System.UInt64;
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namespace Ryujinx.Audio.Renderer.Server.MemoryPool
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{
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/// <summary>
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/// Represents the information of a region shared between the CPU and DSP.
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/// </summary>
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public struct AddressInfo
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{
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/// <summary>
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/// The target CPU address of the region.
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/// </summary>
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public CpuAddress CpuAddress;
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/// <summary>
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/// The size of the region.
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/// </summary>
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public ulong Size;
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private unsafe MemoryPoolState* _memoryPools;
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/// <summary>
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/// The forced DSP address of the region.
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/// </summary>
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public DspAddress ForceMappedDspAddress;
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private unsafe ref MemoryPoolState MemoryPoolState => ref *_memoryPools;
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public unsafe bool HasMemoryPoolState => (IntPtr)_memoryPools != IntPtr.Zero;
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/// <summary>
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/// Create an new empty <see cref="AddressInfo"/>.
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/// </summary>
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/// <returns>A new empty <see cref="AddressInfo"/>.</returns>
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public static AddressInfo Create()
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{
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return Create(0, 0);
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}
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/// <summary>
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/// Create a new <see cref="AddressInfo"/>.
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/// </summary>
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/// <param name="cpuAddress">The target <see cref="CpuAddress"/> of the region.</param>
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/// <param name="size">The target size of the region.</param>
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/// <returns>A new <see cref="AddressInfo"/>.</returns>
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public static AddressInfo Create(CpuAddress cpuAddress, ulong size)
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{
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unsafe
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{
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return new AddressInfo
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{
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CpuAddress = cpuAddress,
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_memoryPools = MemoryPoolState.Null,
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Size = size,
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ForceMappedDspAddress = 0
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};
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}
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}
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/// <summary>
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/// Setup the CPU address and size of the <see cref="AddressInfo"/>.
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/// </summary>
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/// <param name="cpuAddress">The target <see cref="CpuAddress"/> of the region.</param>
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/// <param name="size">The size of the region.</param>
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public void Setup(CpuAddress cpuAddress, ulong size)
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{
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CpuAddress = cpuAddress;
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Size = size;
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ForceMappedDspAddress = 0;
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unsafe
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{
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_memoryPools = MemoryPoolState.Null;
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}
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}
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/// <summary>
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/// Set the <see cref="MemoryPoolState"/> associated.
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/// </summary>
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/// <param name="memoryPoolState">The <see cref="MemoryPoolState"/> associated.</param>
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public void SetupMemoryPool(Span<MemoryPoolState> memoryPoolState)
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{
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unsafe
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{
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fixed (MemoryPoolState* ptr = &MemoryMarshal.GetReference(memoryPoolState))
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{
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SetupMemoryPool(ptr);
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}
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}
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}
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/// <summary>
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/// Set the <see cref="MemoryPoolState"/> associated.
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/// </summary>
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/// <param name="memoryPoolState">The <see cref="MemoryPoolState"/> associated.</param>
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public unsafe void SetupMemoryPool(MemoryPoolState* memoryPoolState)
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{
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_memoryPools = memoryPoolState;
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}
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/// <summary>
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/// Check if the <see cref="MemoryPoolState"/> is mapped.
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/// </summary>
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/// <returns>Returns true if the <see cref="MemoryPoolState"/> is mapped.</returns>
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public bool HasMappedMemoryPool()
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{
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return HasMemoryPoolState && MemoryPoolState.IsMapped();
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}
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/// <summary>
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/// Get the DSP address associated to the <see cref="AddressInfo"/>.
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/// </summary>
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/// <param name="markUsed">If true, mark the <see cref="MemoryPoolState"/> as used.</param>
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/// <returns>Returns the DSP address associated to the <see cref="AddressInfo"/>.</returns>
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public DspAddress GetReference(bool markUsed)
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{
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if (!HasMappedMemoryPool())
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{
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return ForceMappedDspAddress;
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}
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if (markUsed)
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{
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MemoryPoolState.IsUsed = true;
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}
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return MemoryPoolState.Translate(CpuAddress, Size);
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}
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}
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}
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